[3.10] Invincible Spectres Necro Summoner - HC Viable - Boss Killer - High Clear Speed



Tired of your spectres, zombies, golems or animated guardian constantly falling to bosses or face-punching themselves to death against reflect maps and monsters? Had enough of the constant switching back and forth to have the right gem setup for bosses and clearing maps? Don't wish to spend your precious time reading every modifier on every map, to make sure it doesn't send you or your minions nine feet under? Me neither, and that's why I deviced this build.

Pros:
Spoiler

Tough, cheap with huge potential, immune to all ailments, has invincible zombies and spectres, is HC viable, can run any map, uses the same gem setup for bosses and maps, becomes powerful from act 3, and can run animated guardian with expensive gear!


Cons:
Spoiler

Suffers quite a bit for SSF due to useful uniques being difficult to acquire reliably on your own, and has a limited poll for viable spectres.


Spectres:

For this build, you will need Raise Spectre linked with Summon Phantasm Support as your primary source of damage. You could use any spectre, as long as they and your phantasms benefit from the same support gems. What to look for are spectres that rely souly on casting spells that have projectiles and deal elemental damage, preferably cold damage.



I choose to use Frost Sentinels, but with many new monsters added to the poll, there may be other strong candidates I don't know of.

Frost Sentinels:
Uses Ice Spear, a projectile spell that deals cold damage and fires 1 - 3 projectiles that piece targets after traveling a short distance.

Cold Damage:
Cold damage allows our spectres to chill and freeze map monsters reliably for added survivability. Paired with a chance for our minions to deal double damage, there will be substantial spikes in their damage that helps with applying chill and freeze to tough and resistant monsters as well. Cold damage also allows our spectres to benefit from Hypothermia Support and Bonechill Support linked to Summon Skitterbots.



Damage:

Frost Sentinels have a pretty good clear speed without investing in it, because they naturally use skills that pierce and sometimes fire two or three projectiles rather than one, which also undermine the benefit of Greater Multiple Projectiles Support somewhat. Greater Multiple Projectiles Support is still great for clearing speed, and has been a staple support gem through many leagues, but for single-target damage, it's a whole socket that strictly worsen their damage, where you could've had something else. But what else, exactly? By the time you reach your sixth socket, you have already exhausted all the best options.

Summon Phantasm Support is my answer. Instead of having 4 - 5 running and gunning turrets that fire 5 ~ 8 projectiles in all directions; I have an army of 14 ~ 16 turrets that fire 1 - 3 projectiles in all directions when there are multiple targets, or at a single focal point when there is one.

Replacing Awakened Greather Multiple Projectiles Support with Summon Phantasms Support results in ~0.6 projectiles fired, which on average deal ~1.2 the damage, evening out at around 70% the damage across all targets for clearing, which would be worse, if all monsters had the same amount of life and took the same amount of damage.

Against a single target, using phantasms deals ~3.6 times the damage with this build, compared to using Awakened Greater Multiple Projectiles, which makes this setup much more efficient at grinding down tougher enemies in a swam, and bosses.

Note: Greater Multiple Projectiles Support also works awkwardly with sentinel's AI, who will be fine shooting down walls in enclosed spaces, as long as a single projectile makes it through the door. Phantasms, on the other hand, happily come knocking so you don't have to barge in the door, which can be particularly dangerous for HC players.

On a bugdet, using a 6L Vis Mortis, Bones of Ullr, Victario's Charity, Fortress Covenant, a wand with +1 to level of spells or minion skill gems, The Jinxed Juju, a cheap Bone Helmet, and a level 21 Raise Spectre gem (which is by far the most expensive piece, but necessary to get the third spectre from the gem); this build can pack ~5,700,000 DPS from minions.

With my current gear, my minions deal ~7,600,000 DPS according to PoB, and the build seems to reach it's potential at ~10,000,000 DPS.

Invincible Minions:

For this trick we need to summon expendable minions, such as phantasms or raging spirits, and a Medium Cluster Jewel that grants increased minion life, preferably one with 5 or fewer passive skills. For the passive skills, we'd want Life from Death and Renewal.

With Life from Death our minions will recover 4% of their Life whenever a phantasm dies, but more importantly, everytime a phantasm spawns while at the maximum amount.



Using a level 21 Summon Phantasm Support with 20% quality, all our minions recover 4% instantly on 80% of monster kills by our spectres, and 1.6 ~ 2 times a second while they are hitting on a single boss or rare monster, considering the cast speed of sentinels. I honestly can't tell when my minions are taking reflection damage anymore.

Furthermore, phantasms are significantly more fragile than the rest of our minions, meaning most boss hits that threaten to kill our spectres, zombies, or golems, will instead wipe out our ~10 phantasms, healing our other minions for 40% of their maximum life instantly after the damage is taken. I haven't had a single spectre or zombie die to damage since I changed to this setup.

Life from Death even comes with the added bonus of 2% of life renegerated per second for ourself while spawning phantasms, and Renewal makes up for the potential loss of damage, and then some. This setup pairs incredibly well with Renewal in general.

Uniques Items:
Spoiler

Vis Mortis is a strong pick for this build, it may even be stronger than having another spectre, if you can afford to give up on resistances from your body armor. The added elemental damage as chaos damage benefits both our spectres and our phantasms, becaue our phantasms gain a substantial amount of elemental damage from our aura.

Victario's Charity is monumental, as it allows us to reliably keep up frenzy charges on our minions. Having a shield also allows us to run Shield Charge with Fortify Support for added movement and survivability, and will help us become block capped.

Rumi's Concoction will bolster our physical as well as magical defenses, help us become block capped, and allow us to trigger life recovery from Bone Offering more often.

Cindershallow Urn is a reliable source of onslaught, additional damage, and life, mana, and ES recovery. If you are using spectres that deal fire damage you will not benefit from the damage bonus, as Elemental Equilibrium will prevent you from dealing fire damage to ignite monsters.

Cyclopean Coil makes us immune to ignite and shock while our intelligence is higher than our strength, and our strength is higher than our dexterity. These are the two superior of the immune modifiers, as being immune to freeze doesn't prevent us from being severely chilled. This belt helps us make room for Rumi's Concoction and Cindershallow Urn without making us vulnerable to ailments, gives a good amount of life, and helps us covering dexterity requirements.

The Jinxed Juju helps us survive while also making our curses and auras more powerful, which benefits our minions. It also helps us cover dexterity requirements. A strong item that helps with chaos resistance as well, if you can cover your elemental resistances elsewhere.




Flasks:
Spoiler

Seething Divine Life Flask of Staunching for bleed immunity and instant life recovery.

Chemist's Basalt Flask of Warding with at least 24% reduced charges used so you can use it twice, for curse immunity and added physical bulk.

Rumi's Concoction for physical bulk and block.

Cindershallow Urn for attack, cast, and movement speed, minion damage, and life, mana, and ES recovery.

Quicksilver Flask of Heat with your preferred suffix for movement speed and chill and freeze immunity.



Players who run Mind Over Matter should use an Enduring Hallowed Hybrid Flask of Warding in place of the Basalt Flask. All players should keep one handy for maps where you cannot recover mana. Just go back and switch when you notice you are not recovering mana.





Other Items:
Spoiler

Our other items should cover our need for elemental resistances, stat requirements, and bolster our life. These items should also feature mana as well whenever possibly, if running Mind Over Matter. We may also need added elemental damage of a particular type to apply Elemental Equilibrium or ignite monsters for Cindershallow Urn. Likewise, you should be wary of items that cause you to deal damage of the same type as your spectres.

Convoking Wand, preferably with +1 to level of all minion and spell skill gems, and trigger socketed spell when you use a skill.

Two Unset Rings for additional gem sockets. These are not strictly necessary, but the sockets are useful.

A body armor that gives +1 to maximum number of spectres, if you are not using Vis Mortis instead. Astral Plate as base for armor and additional resistances if possible.

Any variety of Elder Two-Toned Boots for additional resistances that has +1 to level of all Raise Spectre gems and increased movement speed. Preferably with elemental resistances and/or dexterity as well.

Elder Bone Helmet for additional minion damage, preferably with increased minion damage and life support, possibly with +1 to number of raised zombies.






Gems:
Spoiler

Raise Spectre should be 6-linked with Summon Phantasm Support and staple gems such as Spell Echo Support, Minion Damage Support and Controlled Destruction Support. Raise Spectre and Summon Phantasm Support should both be level 21 if possible to drive up minion numbers, damage, and life. Added levels to our Raise Spectre gem also benefit the life and damage of our phantasms. Use awakened gems instead of standard ones whenever possible if you can afford it.

Note: Spell Echo Support doesn't affect phantasms from Soulwrest, because they are summoned by a triggered skill, but phantasms from Raise Spectre will benefit from it.

If your spectres deal cold damage, use Hypothermia Support. If you run Summon Skitterbots you can reliably chill map monsters and bosses.



If your spectres deal AoE damage, such as the Flame Sentinels, use Concentrated Effect Support instead of Hypothermia. Alternatively, if your spectres don't deal AoE nor cold damage, use Elemental Focus Support instead.



Projectile Weakness is our prefered curse as it benefits our spectres and phantasms equally, allows their projectiles to pierce, and even adds knockback to their attacks! Frost Sentinels' Ice Spear pierce on their own after traveling a short distance, so by cursing the frontline alone we will help their projectiles pierce even further. Flame Sentinels' Fireball won't explode when they pierce a target though.

We apply the curse using Curse On Hit Support. There are many good candidates for spells and attacks to apply the curse with. Ball Lightning with Greater Multiple Projectiles Support is a classic. I've also used Power Siphon that comes with extra projectiles and Chain Support for its culling effect. Armageddon Brand is another popular skill that doesn't need a forth linked socket to work properly.

This time I'm using the new Kinetic Bolt gem together with Greater Multiple Projectiles Support. It's projectiles travels fast and far, which helps tremendously with cursing monsters when moving at a fast pace while clearing, and it's movement pattern and how it splits allows it to hit wide, deep, and even around corners!

Be wary of the damage type you use, as this attack or spell will also be your primary source of applying Elemental Equilibrium. You can use Avatar of Fire to only deal fire damage and ignite for Cindershallow Urn, if your spectres don't deal fire damage.



Desecrate and Bone Offering goes in our wand, so we can trigger them every fourth second when we use another skill to auto buff Bone Offering. Bone Offering is monumental to our survivability, and grants us not only a lot of block against attack and spell hits, but also allows us to recover a significant amount of life when we do so. Considering the amount of damage mitigated, and the amount of life recvoered from blocked hits, swams of minor monsters are much more likely to heal than damage you. Paired with immunity to stun, you will always be able to block attacks. Place Frost Bomb in your wand as well if your spectres deal cold damage, in order to lower monsters' resistance to cold damage.



Alternatively, if your spectres do not deal cold damage or for added survivability, consider placing Tempest Shield in your wand instead of Frost Bomb, so you can auto buff additional chance to block attacks and spell hits. It's tricky to use Wave of Conviction to apply lightning or fire exposure, as it's reliant on you dealing the same type of damage, which fights Elemental Equilibrium. It is possible, however, if you only deal the damage you wish to expose with spells, and use an attack instead for applying EE and curses. Another alternative is to fossil craft an abyss socket into your wand as well.



Raise Zombie should be used as a support minion for our spectres and phantasms. We link our zombies with Feeding Freenzy Support to buff our other minions, Elemental Army Support to make them apply exposure reliably, and Meat Shield Support so they can taunt often. We could also get taunt from jewels, but we'd rather use other jewels instead. Place these in your Bone Helmet if possible, so they can potentially be supported with Minion Life and Minion Damage Support as well, though these are strictly nice-to-have. Less than 10% of our damage stems from our zombies, and due to Life from Death they shouldn't die regardless of the added life.



The aura skill we use to buff our minions depends on the damage of our spectres. Hatred for Frost Sentinels and other spectres that deal cold damage, Anger for Flame Sentinels and other spectres that deal fire damage, and Wrath for spectres that deal lightning damage. These auras improve all our minions, but most significantly it gives elemental damage of the proper type to our phantasms, further synchronizing them, our spectres, and the build as a whole. Link the aura with Generosity Support so it buffs our minions further and we avoid the added damage so we can apply EE.



Summon Skitterbots is great for reliably applying chill and shock to monsters and bosses for added survivability and damage. If your spectres deal cold damage, link it with Bonechill Support. The wording of Bonechill is important: It increases damage taken by chilled monsters, as opposed to increasing damage dealt by your minions to chilled monsters. The former is a substancial multipler compared to the latter, and you can link Bonechill Support to Summon Skitterbots without having to invest in reduced mana reserved.



Flame Dash, Convocation, and Second Wind Support should be placed in our shield.



If you have extra sockets in rings, I recommend using Animated Guardian and Summon Stone Golem or Summon Carrion Golem. Because of Life from Death, these minions will be a lot tougher than in most builds, even without support gems.




Animated Guardian:
Spoiler

Because of how tough our minions become, we are able to run Animated Guardian reliably with expensive items, without fear of losing our investment or having to deal with gathering the whole set again and again!

Disclaimer: Our minions aren't in fact invincible, and we may in rare occations lose a semi-fragile zombie or golem to high damage boss attacks in situations where the boss cannot be hit (no healing). Our spectres can also die if suffering incredibly abuse from reflect damage, such as shooting down a group of invulnerable monsters, suffering the full reflect damage without any healing. Our Animated Guardian, on the other hand, hits like a wet noodle and has tremendous amounts of health. I ran this setup against Sirius, and my Animated Guardian and spectres were completely unfazed by everything he had to throw at them.

Gear:

Helmet: Helmet with Nearby Enemies have -9% to Cold|Fire|Lightning Resistance
Boots: Victario's Flight - Aura that grants you and your minions 10% increased movement speed
Weapon: Kingmaker - Aura that grants you and your minions 30% increased rarity of items found, culling strike, +50% to critical strike multiplier, and fortify
Body Armour: Belly of the Beast
Gloves: Southbound

The resistance reduction of the helmet should reflect the damage dealt by your spectres. You can use Leer Cast as a cheaper alternative for a helmet, for 15% increased damage to you and your minions.

A cheaper alternative to Kingmaker is Dying Breath, for an additional 18% increased damage to you and your minions, and 18% increased effect of curses.


Passive Skills:
Spoiler

Passive Skill Tree (level 90)

Keystones explained:

Elemental Equilibrium:
Incredibly powerful keystone for summoners with minions who deal elemental damage. Enemies get -50% resistance against any elemental damange other than what you dealt, which they get +25% resistance to. The trick is to deal elemental damage that is different from that of your minions. For this purpose, it is necessary to use Generosity Support with Wrath, Anger, or Hatred so we do not benefit from the added damage while your minions do.

Unwavering Stance:
Makes us immune to stun. We cannot block while stunned, or for an equal duration after blocking a hit that would have stunned us. By becoming immune to stun, we are certain to always benefit from our chance to block. Paired with Bone Offering, this also allows us to maintain our life recovery from blocking hits at all times.

Jewels:

Unending Hunger is the only required jewel by this build, and helps us a lot with clearing maps and grinding up delirium rewards. Additionally, I use Fortress Covenant for added minion damage and block, and a medium Thread of Hope to reach Ravenous Horde and Cruel Preparation



Cluster Jewels:



Cluster Jewels are our newest, most powerful tool, which has given us both Life from Death and Renewal. You should reserve 17 ~ 20 passive skill points for Cluster Jewels.

Large Cluster Jewels:
Our Large Cluster Jewel should be one that grants minion damage, preferably with 2 jewel sockets and 3 added passive skills, where one is Renewal. Raze and Pillage could be good if you have spectres that deal fire damage, otherwise aim for Feasting Fiends as the second added passive skill. The third could be anything; none of them are any good for this build, but we need the third added skill to get the preferred layout from the image above, which will save us two passive skill points when getting to our Medium Cluster Jewels and Renewal.

Medium Cluster Jewels:
One of our Medium Cluster Jewels should grant minion life, Renewal, and Life from Death, preferably with 5 of fewer passive skills. The other should be one that grants increased effect of curses with 5 or fewer passive skills as well. This will grant us access to the poor man's culling strike through Wish for Death, until we can afford culling strike on gloves. Master of Death is also strong and will increase enemies' damage taken from attacks and spells by 10%, which is a massive damage boost compared to most alternatives. If you don't need culling strike, you can take Evil Eye instead for additional damage and some dodge instead. Dark Discourse is also alright, but should be picked below the others.

Small Cluster Jewels:
Our Small Cluster Jewels should grant increased maximum life, idealy with 3 passive skills and increased effect, which will bring small passive skills from 4% maximum life to 5% maximum life. Otherwise, we aim for resistances or dexterity on small passive skills, and there are many great added skills to pick from: Surging Vitality, Fettle, Peak Vigour, Sublime Sensation, and Feast of Flesh. Mind Over Matter users should aim for Holistic Health.

Kitava's Teachings:
Alternatively, you might wish to use Kitava's Teachings instead of a rare Small Cluster Jewel. It grants a considerable amount of life and mana each second, and we should be able to sustain corpses with Desecrate at any time to avoid it's downside. It is particularly powerful for Mind Over Matter users who benefit more from the mana recovery.


Bandits, Anointment & Pantheons:
Spoiler

Bandits:

Kill all for two additional passive skill points.

Anointment:

Ravenous Horde for damage.

Alternatively, you can reach it with a medium Thread of Hope to choose one of the following instead:

Sanctuary for elemental resistances and additional attack and spell hit block.

Deflection for even more attack and spell hit block, but no elemental resistances.

Pantheons:

Soul of Solaris, to protect us from suffering consecutive critical strikes and bolster our defences against single enemies, which we are most vulnerable against thanks to Bone Offering.

Soul of Shakari for poison immunity.


Enchantments:
Spoiler

You should be wary of triggered enchantments for boots and gloves that deal or add element damage of the same type as your spectres, as they are strictly worse than having no enchantment at all!

Gloves: Commandment of the Grave. Summons minions on skill or minion kill.

Helmet: Spectres have 40% increased Damage. Also affects our phantasms, as they are linked to our Raise Spectre gem.

Boots: (Whichever of the following you prefer)
10% chance to Dodge Attack Hits if you've taken a Critical Strike Recently
8% chance to Dodge Spell Hits if you've taken Spell Damage Recently
Regenerate 2% of Life per second if you were Hit Recently
10% increased Movement Speed if you haven't been Hit Recently


Acquiring and Crafting Items:
Spoiler


Convoking Wand with +1 to level of all spell and minion skill gems:
Base must be a normal, Warlord, or Crusader Convoking Wand with item level 60 or greater. Craft using Jagged, Matallic, Shuddering, and Corroded Fossils in a Prime Resonator. You wish to have a free suffix to craft Trigger a socketed spell when you use a skill, using your workbench. Attempt to free up a suffix using an Orb of Annulment if necessary. This mod must be unveiled three times before you can craft it. It is my understanding that Aisling has a higher chance of dropping items with the mod.



Two-Toned Boots with +1 to level of all Raise Spectre gems and increased movement speed:
Must be an Elder base with item level 75 or greater. Craft using Bound, Dense, and Pristine Fossils in a Powerful Resonator. Cannot roll life, but has a high chance of rolling +1 to level of all Raise Spectre gems and increased movement speed. You wish to have a free prefix to craft life using workbench. Attempt to free up a prefix using an Orb of Annulment if necessary. Base must have evasion to roll dexterity for gem requirements. A base with energy shield is required to roll mana for Mind Over Matter, but will also lower the chance of getting movement speed.



Rumi's Concoction is a reward from Earth Drinker, and it's often worth it to buy the cards instead of a cheap Rumi's Concoction. The cards can be farmed for SSF, and only has two possible outcomes at this time.



Flasks with the correct combination of prefix and suffix are often very expensive. If you can roll the right prefix without a suffix, you can use the Blood Alter in the Menagerie to add the correct suffix to it afterwards. This is often much cheaper than getting it from another player, if the flask you are looking for is a popular item, and the safest way to craft it in SSF.



Cyclopean Coil drops from The Elder exclusively.



Cindershallow Urn drops from The Mastermind.



Elder Bone Helmet is a reward from Nook's Crown, which drops from The Mastermind. The result is an Elder Bone Helmet with item level of 100, the perfect base for crafting summoner helmets.


Leveling Tips:
Spoiler

This build becomes viable the moment you can get your hands on a Medium Cluster Jewel with Life from Death, and preferably Renewal as well. You don't even need to have cleared the labyrinth for the first time before you can become a powerful zombie/spectre summoner with amazing clear speed and toughness!

Passive Skill Tree

Passve Skill Tree explained:

Take the spell damage nodes and go for Elemental Overload. Head straight for the Large Jewel Socket the moment you have access to a Medium Jewel Socket with Life from Death and Renewal, for insane quality of life improvements for your zombies. I could afford a cheap base with 5 passive skills in HC by act 3, which I crafted into the jewel we need using Orbs of Alteration and a Regal Orb.

Take Quick Recovery for the life and mana regeneration, then Heart and Soul, Lord of the Dead, Discipline and Training, Sacrifice, and Spiritual Command in the order you prefer.

Around this time you should get access to the Raise Spectre gem, for which you want Death Attunement. Get Flame Sentinels from The Solaris Temple. When you complete the labyrinth for the first time, take Mistress of Sacrifice to benefit from Flesh or Bone Offering for speed, or block and life recovery for the cautious, respectievly. By this time you should be able to depend entirely on your minion's damage, so you can refund Elemental Overload, and take the shorter Intellignece path next the spell damage nodes. Use the refunded passive skills to reach for Devotion, and grab Righteous Army and Purity of Flesh on the way there. Then Cruel Preparation for the elemental resistances.

Head for Constitution and grab the Basic Jewel Socket on the way, if you have a good socket for it. Take Elemental Equilibrium as well, if you can trigger it properly.

Make your way towards Unwavering Stance, Soul of Steel, and Bloodless. Take Unwavering Stance first if you are using Bone Offering at the time. You can also consider taking all the life nodes around Constitution first; then refund them when you can do so to reach these nodes. Take the Basic Jewel Socket on the way if you have another good jewel for it.

By now you have the core of the passive skill tree. Take Mindless Aggression when you finish the second labyrinth, followed by Unnatural Strength and then finally Bone Barrier. Take Avatar of Fire when you get Frost Sentinels if necessary to trigger Elemental Equilibrium properly. Otherwise, invest into Cluster Jewels and life nodes. Mana nodes as well, if you are using Mind Over Matter.

Gems explained:

Act 1:
Start by using Magma Orb or whichever spell gem you prefer until you get Firestorm. Assist it with zombies and phantasms. Use Frostblink when you get access to it and exchange it with Flame Dash later.

Act 2:
As sockets allow it, use 1-2 Heralds and/or Summon Skitterbots. Link Firestorm with Elemental Focus Support and Controlled Destruction Support. Move Summon Phantasms Support to Raise Zombie if it was previously linked to Firestorm.

Act 3:
Link Raise Zombie, Summon Phantasms Support, Minion Damage Support, and Elemental Army Support in your first 4-linked item.

Link Raise Spectre, Summon Phantasms Support, Minion Damage Support, and Elemental Focus Support in your second 4-linked item.

Exchange your Herald setup for Anger and Summon Skitterbots, and use Summon Raging Spirits with Combution Support and Feeding Frenzy Support in place of your Firestorm setup. Refund Elemental Overload and spell damage nodes at this time. Get Flesh or Bone Offering if you don't already have an offering and sockets allow it. You now rely on your zombies, spectres and phantasms for damage.

You can get Anger from Siosa in The Library, if necessary. He will also give you access to Shield Charge, Faster Attacks Support, and Fortify Support, but it might be a while before you can fit those into your gear.

Act 4:
Get a stone golem. Replace Elemental Focus Support with Spell Echo Support for your spectre setup.

Use Curse On Hit with Projectiles Weakness and whichever activated skill gem you prefer that can trigger Elemental Equilibrium for you, if sockets allow it. Use Generosity Support with Anger or exchange it with Zeaolotry for now, if necessary. You can buy Projectiles Weakness from Siosa in The Library.

Move Combution Support and Feeding Frenzy Support to your zombie setup. Replace Summon Phantasms Support and Minion Damage Support. They will now support your spectres and other phantasms instead.

Act 6:
Get Shield Charge, Faster Attacks Support, and Fortify Support, if you haven't already and skipped Siosa in The Library. Get Steelskin as well. We will use this until we get Bone Armour from Bone Barrier.

Act 8:
Go west to The Lunaris Temple for Frost Sentinels. Exchange your current aura for Hatred and link it with Generosity Support or use Avatar of Fire for Elemental Equilibrium.

Item recommendations:

Use a Tabula Rasa if you have access to one. Another strong, yet cheap, candidate for an early 6L is Dialla's Malefaction, because you can use it to raise the level of your Raise Spectre gem. In combination with an Empower, which you can also give another level with Dialla's Malefaction, you can get your a third spectre from the gem early on with little investment. Due to Vis Mortis being dirt cheap this league, you can even get your hands on a very powerful 6L for this build pretty early. If you are behind the curve, consider buying a cheap bricked level 20 Raise Spectre gem from another player when you hit level 70, if possible.

Another unique to consider when you first start using spectres, is Bones of Ullr, which is both cheap and a fairly common drop for SSF. Otherwise, you should prioritize boots with movement speed while leveling.
Last edited by Drakkashi on Apr 18, 2020, 5:34:51 PM
Last bumped on May 21, 2020, 9:28:40 PM
Man, I love it. You suggest Frost Sentinels right off the bat which are my favorite. I'mma do dis!

Would you recommend an early spectre until Frost Sentinels are available?

With no Elemental Equilibrium while leveling I believe Flame Sentinels ought to be fine.
Last edited by CedricDur on Apr 10, 2020, 6:28:30 AM
"
CedricDur wrote:
Man, I love it. You suggest Frost Sentinels right off the bat which are my favorite. I'mma do dis!

Would you recommend an early spectre until Frost Sentinels are available?

With no Elemental Equilibrium while leveling I believe Flame Sentinels ought to be fine.


Thanks! I've used Frost Sentinels quite often as well!

I agree, Flame Sentinels do make for a great transition into Frost Sentinels, as they can use the exact same gems.

If you can get your hands on a Cluster Jewel with Life from Death, you may even be able to keep them alive pretty easy, if you smack phantasms in there early too! My greatest issue running spectres early, is that they... well... die... and it ruins the pacing.
Last edited by Drakkashi on Apr 10, 2020, 6:02:32 AM
"
Drakkashi wrote:
"
CedricDur wrote:
Man, I love it. You suggest Frost Sentinels right off the bat which are my favorite. I'mma do dis!

Would you recommend an early spectre until Frost Sentinels are available?

With no Elemental Equilibrium while leveling I believe Flame Sentinels ought to be fine.


Thanks! I've used Frost Sentinels quite often as well!

I agree, Flame Sentinels do make for a great transition into Frost Sentinels, as they can use the exact same gems.

If you can get your hands on a Cluster Jewel with Life from Death, you may even be able to keep them alive pretty easy, if you smack phantasms in there early too! My greatest issue running spectres early, is that they... well... die... and it ruins the pacing.


Man, I love it. I did just that and skipped everything, ran to the gem cluster, slotted a cheap 5c gem there with Renewal and Life from Death.... and you know how zombies are useless in the low levels since they keep on dying, and how they simply don't survive a Delirium encounter..? Yeah, no, they are up 90% of the time now straight at level 10+ :D Merveil did bash them but other than that it's as if I had them by level 40.

I started leveling with Explosive trap linked to chance to bleed and chance to poison with Phantasm and Zombies all clustered together in Tabula.

Moved to Firestorm at 12. Added Lightning and Ice heralds, changed from chance to bleed/poison to added lightning and cold damage. Minions are up 95% of the time even during Delirium and I'm blitzing the campaign.

I had been leveling a SRS before this and didn't bother summoning zombies since they would die in the first 10 seconds of a Delirium encounter (man, SRS builds are sleeping if they don't use this gem. They don't even need phantasms).

This setup is a game changer for summoner.

This is definitely a two thumbs up. Kudos man!
Last edited by CedricDur on Apr 10, 2020, 6:36:38 AM
Hey there :)

I'm looking to make my first summoner and i want spectres. Can they survive 100% delirious T16 maps?
3.10💀 Death Angel /view-thread/2784358 *3.10 🔨Icebreaker /view-thread/2686278
3.10 Ultimate Poison Pathfinder /view-thread/2639074
3.10 Oni-Goroshi Slayer Cyclone /view-thread/2554593
3.10 Elementalist Incinerate /view-thread/2318921
3.10 Chieftain Incinerate /view-thread/2506867
"
Hey there :)

I'm looking to make my first summoner and i want spectres. Can they survive 100% delirious T16 maps?


Same question Here, wanted a PURE Spectre, cause i am on SRS right now.
But want to try something else ! :D
Fuck it, cant wait for the answer. I'm making it anyway. xD

PS
Add pastebin pls!
3.10💀 Death Angel /view-thread/2784358 *3.10 🔨Icebreaker /view-thread/2686278
3.10 Ultimate Poison Pathfinder /view-thread/2639074
3.10 Oni-Goroshi Slayer Cyclone /view-thread/2554593
3.10 Elementalist Incinerate /view-thread/2318921
3.10 Chieftain Incinerate /view-thread/2506867
Last edited by TorsteinTheFallen on Apr 10, 2020, 9:32:09 AM
"
Hey there :)

I'm looking to make my first summoner and i want spectres. Can they survive 100% delirious T16 maps?


I haven't taken a 100% delirious map that was t16 yet, but I have taken one that was t15, and my spectres and zombies were tanking it like champions. I on the other hand, was way too under geared for the content at the time: ~5,000 or so life, and still running around with a Tabula Rasa, and I think my Raise Spectre gem was only level 23 at the time. Damage must've been no more than ~5,000,000.

Even ran into both delirium bosses in that map (I don't know if this is normal for 100% derious maps, only ever did the one. Been saving the rest for when I'm a bit tougher)! I was running around like a hamster from an air strike, and my spectres didn't even flinch. Amazing quality of life right there, and I did clear the map though I was woefully unprepared.
Last edited by Drakkashi on Apr 10, 2020, 10:11:04 AM
"
Drakkashi wrote:
"
Hey there :)

I'm looking to make my first summoner and i want spectres. Can they survive 100% delirious T16 maps?


I haven't taken a 100% delirious map that was t16 yet, but I have taken one that was t15, and my spectres and zombies were tanking it like champions. I on the other hand, was way too under geared for the content at the time: ~5,000 or so life, and still running around with a Tabula Rasa, and I think my Raise Spectre gem was only level 23 at the time. Damage must've been no more than ~5,000,000.

Even ran into both delirium bosses in that map (I don't know if this is normal for 100% derious maps, only ever did the one. Been saving the rest for when I'm a bit tougher)! I was running around like a hamster from an air strike, and my spectres didn't even flinch. Amazing quality of life right there, and I did clear the map though I was woefully unprepared.


Great! that's all i needed to hear because if spec were dying it would ruin it :D
I rolled the char :D
3.10💀 Death Angel /view-thread/2784358 *3.10 🔨Icebreaker /view-thread/2686278
3.10 Ultimate Poison Pathfinder /view-thread/2639074
3.10 Oni-Goroshi Slayer Cyclone /view-thread/2554593
3.10 Elementalist Incinerate /view-thread/2318921
3.10 Chieftain Incinerate /view-thread/2506867
...
3.10💀 Death Angel /view-thread/2784358 *3.10 🔨Icebreaker /view-thread/2686278
3.10 Ultimate Poison Pathfinder /view-thread/2639074
3.10 Oni-Goroshi Slayer Cyclone /view-thread/2554593
3.10 Elementalist Incinerate /view-thread/2318921
3.10 Chieftain Incinerate /view-thread/2506867
Last edited by TorsteinTheFallen on Apr 10, 2020, 10:17:47 AM

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